• Title/Summary/Keyword: task Procedure

검색결과 383건 처리시간 0.022초

활동기반 업무처리를 위한 객체기반 정보화 (Realizing an Object-Oriented Informationalization for Activity-Based Business Processing)

  • 황종호
    • 한국IT서비스학회지
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    • 제12권1호
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    • pp.309-321
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    • 2013
  • In current complex nature of management with task-structures, a method to reach the enterprise's informationalization success is not common. To satisfy these various requirement, improving the usability of information technology (IT) is a key factor which defining the level of organizational requirement first. Imposing an IT-solution which has excess service of the organization's previous task-environment, procedure and scope is not effective to SME-level unit, which unit could not have a formal organization structure and task structure. SME level informationalization will be success if each function realizes easier on the task-employee's viewpoint. Achieving this objective, a solution provider or department must reflect their work characteristics of nature which has least level of work performing resistance. It is most useful system for SME level unit, if a provider develops single programs which based on task activities, and each program can configure network-linking.

성능 함수를 고려한 실시간 제어 테스크에서의 최적 체크 포인터 구간 선정 (Determination of Optimal Checkpoint Interval for Real-time Control Tasks Considering Performance Index Function)

  • 곽성우;정용주
    • 전기학회논문지
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    • 제57권5호
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    • pp.875-880
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    • 2008
  • In this paper, a novel method to determine the optimal checkpoint interval for real-time control task is proposed considering its performance degradation according to tasks's execution time. The control task in this paper has a specific sampling period shorter than its deadline. Control performance is degraded as the control task execution time is prolonged across the sampling period and eventually zero when reached to the deadline. A new performance index is defined to represent the performance variation due to the extension of task execution time accompanying rollback fault recovery. The procedure to find the optimal checkpoint interval is addressed and several simulation examples are presented.

홈서비스로봇의 맵빌딩을 위한 효율적인 휴먼-로봇 상호작용방식에 대한 연구 (A Study on the Efficient Human-Robot Interaction Style for a Map Building Process of a Home-service Robot)

  • 이우훈;김연지;김현진;양경혜;박용국;방석원
    • 디자인학연구
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    • 제18권2호
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    • pp.155-164
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    • 2005
  • 홈서비스로봇은 지능적으로 인간과 상호작용하고 스마트하게 서비스를 제공하기 위해 주변 환경에 대한 충분한 공간정보를 파악하고 있어야 한다. 따라서 인간과 로봇이 공조하여 맵빌딩을 수행할 경우 보다 효율적으로 태스크를 수행하기 위한 상호작용 방식에 대해 연구할 필요가 있다. 본 연구는 우선 청소용 로봇의 맵빌딩 태스크를 분석하여 맵빌딩수순(태스크우선/방우선), 표시창 설치(본체/본체+리모컨), 로봇 유도방식(푸쉬방식/풀방식), 피드백 제시양식 (GUI/GUI+TTS)등 4 가지 디자인 요인을 추출하고 그에 대한 잠정적 해결안을 제시하였다. 디자인 요인과 잠정적 해결안을 실험 변인과 수준으로 정의하고 맵빌딩 태스크의 수행도와 행태에 어떠한 영향을 미치는지를 파악하였다. 이를 위해 총 8종류의 실험용 프로토타입을 제작하고 16명의 가정주부를 대상으로 사용성 평가를 실시하여 실증적인 데이터를 수집하였다. 실험결과 맵빌딩 수순이라는 측면에서는 예상과 같이 태스크우선 방식보다는 방우선 방식에서 우수한 태스크 수행도를 보였다. 표시창 설치라는 디자인 요인에 대해서는 리모컨에 표시창이 부착되어 있는 경우 높은 작업수행도와 주관적 만족도를 나타냈다. 로봇 유도방식 측면에서는 예상과는 달리 풀방식과 푸쉬방식 사이에서 태스크 수행도에 큰 차이를 발견할수 없었고 오히려 푸쉬방식에 대한 높은 주관적 만족도를 나타냈다. 피드백 제시양식에 대한 분석결과에서도 예상과 달리 TTS에 의한 부가적인 조작지침 제시는 부정적 이라는 사실을 발견하였다. 맵빌딩을 통해 환경정보를 취득하기 이전 청소용 로봇의 자율성은 초보적인 상태이기 때문에 사용자는 단지 이동성이 있는 가전제품과 상호작용하고 있다고 볼 수 있다. 따라서 총체적으로 보아 전통적인 가전제품을 조작할 때 사용되는 리모컨기반 상호작용방식을 청소용 로봇의 빌빌딩 과정에서도 선호하는 것으로 보인다.

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말하기 과제 수행에서 인지적 활동으로서의 학습자 대화 사례 연구 (A Case Study of KSL Learner-Learner Dialogue as a Cognitive Activity in Speaking Tasks)

  • 손혜진
    • 한국어교육
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    • 제29권2호
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    • pp.73-100
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    • 2018
  • The purpose of this study is to investigate learner-learner dialogue during speaking tasks. In the Korean language classroom, conversation between learners is an important activity as speaking practice. However, learner dialogue is also a tool to enable learners to collaboratively conduct various cognitive activities in the classroom. In previous research, it was unfolded that through learner-learner dialogue, learners can solve second-language related problems and set a goal to carry out tasks. Therefore, this study analyzed learner-learner dialogue to investigate what kinds of cognitive activities are activated during the role-play task. As a result, the learners collaboratively generated and monitored language and content for role play. Also, in order to accomplish tasks more successfully, learners shared the same understanding about the goal of the task, and tried to manage the task procedure. Through learner-learner dialogue, learners can participate in cognitive activities such as content, language construction, and task management voluntarily without the help from teachers. This means that learner-learner dialogue can be an activity to support language learning tasks. Also, it can make learners actively involved in learning and by sharing resources with each other. It is also important that learners can experience language use that participates in real-world communication activities, such as learning in the classroom and collaborating with peer learners. This study is an exploratory study for a basic understanding of learner's conversation as a cognitive activity, and the scope of the study is limited to clarifying contents of learner-learner dialogue as a cognitive activity in speaking tasks. Based on the findings of this study, future research should be conducted on the function of learner-learner dialogue as a cognitive activity in Korean language learning and its role in the classroom of Korean language education.

숙련급 조종사와 초급 조종사와의 주의 배분 차이 분석 (Analysis of Differences in Attention Allocation Patterns between Expert and Novice Pilots)

  • 박상수;김기우;명노해
    • 대한인간공학회지
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    • 제23권1호
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    • pp.49-63
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    • 2004
  • In this study. differences in attention allocation patterns between expert and novIce pilots were investigated by a verbal protocol when pilots were engaged in a task during the instrument flight. Ten pilots including experts and novices were participated to conduct a pre-determined task(a fix-to-fix) on F-5E Cockpit Procedure Trainer Simulator. Experts show better performance as expected with more stable variations in speed. altitude. and attitude. In attention allocation patterns. novices allocated about 83% of attentional resources on the primary instruments (airspeed indicator. altitude indicator. and attitude) relating to the task of the basic flight while experts spent 57%. This difference in the availability of attentional resources allowed expert pilots to accomplish the task better than novices. In other words. training a pilot should consider a program for building up wider instrument scanning patterns to become an expert in a shorter time.

A Design Procedure for Safety Simulation System Using Virtual Reality

  • Jae-seug Ki
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 1999년도 추계학술대회
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    • pp.381-389
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    • 1999
  • One of the objectives of any task design is to provide a safe and helpful workplace for the employees. The safety and health module may include means for confronting the design with safety and health regulations and standards as well as tools for obstacles and collisions detection (such as error models and simulators). Virtual Reality is a leading edge technology which has only very recently become available on platforms and at prices accessible to the majority of simulation engineers. The design of an automated manufacturing system is a complicated, multidisciplinary task that requires involvement of several specialists. In this paper, a design procedure that facilitates the safety and ergonomic considerations of an automated manufacturing system are described. The procedure consists of the following major steps: Data collection and analysis of the data, creation of a three-dimensional simulation model of the work environment, simulation for safety analysis and risk assessment, development of safety solutions, selection of the preferred solutions, implementation of the selected solutions, reporting, and training When improving the safety of an existing system the three-dimensional simulation model helps the designer to perceive the work from operators point of view objectively and safely without the exposure to hazards of the actual system.

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뉴로-퍼지 모델을 이용한 원격로보트의 컴플라이언스 제어 (Compliance control of a telerobot system using a neuro-fuzzy model)

  • 차동혁;조형석
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1993년도 한국자동제어학술회의논문집(국내학술편); Seoul National University, Seoul; 20-22 Oct. 1993
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    • pp.805-810
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    • 1993
  • In this paper, we propose a compliance control scheme using a neurofuzzzy compliance model(NFCM). as a new control paradigm for telerobot systems. A NFCM, used as a compliance controller, is composed of a fuzzy compliance model(FCM), a neural network and a low pass filter. The NFCM is trained through a reinforcement learning algorithm, and then, can generate suitable compliant motion for a given task. A series of simulations have been performed to show applicability of the proposed algorithm send it is found that the NFCM can implement suitable compliant motion for a given task through the learning procedure.

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유전 프로그래밍을 이용한 미지의 환경에서 상호 협력하는 로봇 제어기의 설계 (Controller Design for Cooperative Robots in Unknown Environments using a Genetic Programming)

  • 정일권;이주장
    • 대한전기학회논문지:전력기술부문A
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    • 제48권9호
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    • pp.1154-1160
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    • 1999
  • A rule based controller is constructed for multiple robots accomplishing a given task in unknown environments by using genetic programming. The example task is playing a simplified soccer game, and the controller for robots that governs emergent cooperative behavior is successfully found using the proposed procedure A neural network controller constructed using the rule based controller is shown to be applicable in a more complex environment.

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보행속도변화에 따른 인지 과제 수행이 보행수 변동성에 미치는 영향 (Effects of Cognitive Task on Stride Rate Variability by Walking Speeds)

  • 최진승;유지혜;김형식;정순철;이정한;이봉수;탁계래
    • 대한의용생체공학회:의공학회지
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    • 제27권6호
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    • pp.323-331
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    • 2006
  • The purpose of this study was to investigate the effect of performing a cognitive task during treadmill walking on the stride rate variability. Ten university students(age $24.0{\pm}0.25$, height $172{\pm}3.1cm$, weight $66{\pm}5.3kg$) were participated in dual task experiments which consist of both walking alone and walking with a cognitive task. Two-back task was selected for the cognitive task since it did not have learning effect during the experimental procedure.3D motion analysis system was used to measure subject's position data by changing walking speed with 4.8, 5.6, 6.4, 6.8, and 7.2 km/hr. Stride rate was calculated by the time between heel contact and heel contact. Accuracy rate of a cognitive task during walking, coefficient of variance, allometric scaling methods and Fano factor were used to estimated the stride rate variability. As the walking speed increased, accuracy rate decreased and the logarithmic value of Fano factor increased which showed the statistical difference. Thus it can be concluded that the gait control mechanism is distracted by the secondary attention focus which is the cognitive task ie. two-back task. Further study is needed to clarify this by increasing the number of subject and experiment time.

Usability Evaluation Procedure for the Agricultural Equipments in Local Agricultural Task Environment

  • Cha, Woo-Chang
    • 대한인간공학회지
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    • 제30권4호
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    • pp.491-494
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    • 2011
  • Objective: to improve agricultural working environment using tools and equipments. Background: most existing tools currently used, in fact, are discrepant from human factor guidelines so that they are still exposed to the musculoskeletal disease. Method: the provided tools and equipments are mostly designed considering human factor engineering or usability engineering in a way to avoid musculoskeletal disease. Results: propose the top-down procedure and usability engineering steps to evaluate them for the system design suitability. Conclusion: apply them conveniently into rural environment to help farmers working environment.